aCis (acronym for "another Crappy interlude server") is a Java emulator, based on L2J work, aiming Interlude chronicle. The project begun around december 2010, when at this time there wasn't anymore active project, and is still active.

Goals

aCis' goals is to deliver a fresh vision of what a pack developement must be ; understand we aim things differently than others packs devs.

The "useless custom drop" policy allows you to make WHAT YOU REALLY WANT, avoiding any conflict between your customs and pack customs. As we don't busy about customs, that time is fully used to enhance retail behavior.

The pack is under a freemium concept. Only people willing to help deserve the right to use sources. Read the dedicated thread to understand the whole concept.

Many reworks have been done : XMLization of numerous tables, rewritten scripts (340+ atm), and AIs. We got numerous "unique" features, like rewritten GBs such as Sailren, Baium, Antharas && Valakas, //bk system, movie maker, and so on. We're on the process to retail-izing everything. We begun with NPCs templates, scripts got retail chances and behavior, spawnlist is generated using L2OFF.

A lot of work is still needed, but so far we already made a lot, fixing hundreds - if not thousands - issues. Join the community in order L2J world got one day a decent IL emulator.

How to get access

Freemium is often used in MMO industry : it's the fact to give access to a free content for all, but locking some aspects of gameplay/features for subscribers.

On aCis, the concept is similar, but there is a big difference in the term you can CONTRIBUTE and get updates for free. So yes, contributors got more powers than customers, which got themselves more powers than free users.

In that topic you will find informations concerning :

Types of groups

Price

Terms of Agreement

TYPES OF GROUPS

FREE USERS

A free revision will be shared every 10 revisions steps (ex : I commit rev 300, I will share rev 290 for free).

The free users got no support, nor hotfix. They use old sources with unfixed stuff, free to them to update sources themselves (based on next free sources or no), share in order to get free updates (and becoming an IC member), or pay in order to be up-to-date (customer).

Free users can contribute to project using free sources, and be rewarded for their work (see contributor section).

CUSTOMERS

You will have access to latest sources and diff patches.

Access to custom && FAQ boards.

I will give support for any issue concerning the pack itself. I don't busy about your customs.

You can evolve from customer to Outer/Inner Circle status if you're an active member, as free users can do aswell.

You haven't access to SVN / Timeline.

Quote

As you pay per revision and not by delay, it means you can have to wait for revisions (average is 1 rev / 3 days). Any whine concerning revision delay will be automatically dropped.

OUTER/INNER CIRCLE

Free users as customers can reach that status sharing.

New/old helpers are part of Outer Circle. It's a needed step in order to enter in Inner Circle. They got access to few internal boards.

Main contributors are rewarded by Inner Circle status, they got access to SVN / Timeline, got access to all boards and don't pay any fee.

That access is maintained until they stop to contribute or contribution amount becomes too low.

PRICE

A subscription begins during a revision "cycle" (a stack of 10 revisions, going from 0 to 9). Ppl who donate during a "cycle" will see either their subscription delayed to next cycle beginning, or activated to the beginning of the current cycle.

The price is as following : 10 euros minimum (for 10 revs). I only accept multiples of 10 (10, 20, 30, 40...).

Payed via Paypal, as a "gift" on that address : dragonlords@hotmail.fr. If your country hasn't a "gift" button, you will have to pay Paypal tax for me : add 10% to the total amount you wanted to donate, and use either "goods" or "service" buttons.

If your payment doesn't follow my conditions, your payment will be returned back.

Once you donated, send me a PM on that forum or on MxC in order I agree to setup your forum account.

TERMS OF AGREEMENT

Using aCis, you accept the following :

You can't sell a revision of aCis pack, customized or not. If you want to sell customs, sell diff patches. You can't sell aCis as a base for your pack.

aCis forks are allowed for following conditions and only for those conditions :

Your pack stays open source (in order useful fixes can be used in the main pack).

You use one of the free shared versions as base (aka no current cycle revision) and don't update your fork with posterior changesets of current free revision.

A miss to one of those rules can lead to following punishements :

As Customer/Inner Circle, an immediate forum rank drop. In case you donated, I won't refund your money either, as you made me lose money yourself. All your cookies will be probably stolen by others members to punish you !

In case I was supporting your server with hotfixes/testing, you're alone.

In case you post on known forums, such as MxC, an immediate drop of the thread, with if you persist, dekarma sanctions.

I warn you : this update is pretty huge. Well, you could think "he says that to each commit nowadays", lol, and the worst is : you're right, as I'm right saying it's huge Cheesy.

Inventory refactor

Paperdolls refactors, LRHAND dissapears (not the slot !). Bows/staff are now considered as RHAND.

DHAIR => HAIRALL. Just to understand better 'what the hell is this crap'.

inventories instanciation. Should make sad some exploiters.

formal wear retail way (alldress slot).

TradeList refactor

refactor the buylists loading (no more .csv support).

correct and improve (adding checks, using fun stuff) packets using them. Add some checks, those sorts of stuff.

"Wear/Try on" system

Drop of the old "wear/try on" system, and of all old methods (isWear, and such).

The new one is buggy as I miss packets infos, and the only infos come from Freya (this stuff has been implemented on L2J around rev 44xx). WearList > ShopPreviewList, and added a new packet, ShopPreviewInfo.

The new system doesn't need checks as it's only a packet which change the appearance of your stuff. Basically not exploitable, and extremely light in ressources' usages (before an item was created, used, then deleted).

Misc

L2ManorManager refactor (warning : as I ^_^ with manors uses, I didn't manage to test crops/seeds sell/buy etc. I would like someone teach me how this crap works one day, lol).

refactor of the way to count arrows.

some packets refactors (mainly RequestCrystallizeItem), and many cleans.

a GM can't use hero weapons anymore if he isn't a hero himself, in order to avoid the "stupid bug" at relog, which made me lose 30min to find why it happened (and when a inventory refactor comes, you're pretty nervous about "WHY THE FOCK THIS STUPID HERO BOW IS REMOVED AT RELOG AND NOT OTHERS WEAPONS ?).

correction of a couple (around 10) of logs names... Ty Sentinel to open my eyes on this awful critical issue which could destroy the Earth and humanity. Which isn't a awful critical issue which could destroy the Earth and humanity, but still make you cry.

Admin commands

ended the refactor of AdminEditNpc (both "edit" and "shop" parts have been corrected and improved).

corrected an issue (when charm of courage will work, it would make the accept button buggy aswell).

modified the generic wedding popup generic for another (normally correct the "?" typo).

Misc

IsInCombat? fix. Fix "pets stuck in combat" issue (couldn't unsummon if you "attack" then "stop" the attack before the pet attacks).

Changeset 108

AdminCommands? refactor, HTMs spring clean

deletion of //set (if I got many whines on forum, I will add it back, but not on this version anyway). I know it can be useful (modifying configs ingame directly), but not this form (or you have to memorize each godamn config).

drop of AdminTest? ; the only survivor, //st, has been moved to AdminSkill?.

By the way, all skills XMLs are now done. Ty to all people who helped to rewrite/check them. Some errors are still up, and I still need you to check skills behaviors / misfunctions. When some changes were obvious to my mind and I made changes "on the fly" (such as Invocation), some changes can be more misty/out of my mind. It's time to polish skills.

ChanceSkillTrigger debug (work now on any L2Character instead of L2Playable). Debug mirage and all augments using this type of effects.

RemoveTarget effect now deletes completely the attackstance (it was keeping attacking even with target off, lol).

Added back Battle/SpellForce.

Deleted EffectForce. Old ruin of past memories. Or something like "very very old thing"

Added right conditions for signets cast. They now work (near) as they should.

Tryskell decided to use the generic "work everywhere" systemMessage 113 for skill's unavailable forces number condition. If you find a cooler or the exact message (if it's the wrong message), tell me.

In another hand, if you think I missed a check on FusionSkill, tell me aswell. Don't wait 40 revs to say "hey, you got a problem here". It normally checks following states : death, under attack, party break, subclass change.

All the code from sieges is entirely from me. That means yeah, I can do other things than c/p, but that means yeah, it can have after-effects as it has been tested only by me, and on a short time laps. So feel free to test all possibilities and report on forum for eventual NPEs/errors I didn't think about.

Crowns and circlets are removed only at the end of a siege (and not at middle time victory like before), and only if the initial castle's owner differs from the end owning castle's owner.

Corrected restriction to avoid to register on multiple sieges at the same time (retail confirmed).

Added alliance restriction, clan A/B of the same alliance can't anymore register on different side of a castle's siege. They have to be both on attack/defense.

Added message for people who aren't clan leaders and try to register to a siege (You aren't authorized...)

Weapons

Replace all buggy "cAtk" for "cAtkAdd" in order to correct bugged critical damages, credits to SweeTs.

Issues :L2J Freya bug : the skill "Seal of Ruler" (seems) bugged, if you changed of target at cast's end it will try to take the objectID of your ACTUAL target, not on the previous one (so if your actual target isn't an artifact, the entire cast process fails). I got already an idea to fix it, which could be used in order to make some others actions (trade, etc) secured aswell.

I would like informations about missing stuff from sieges, in order to make another refactor part. I would like to add artifact zones mainly. So give ideas on forums, with eventually proofs about what you say.

The loading process is now fine (both DP and core side), and the server uses around 15mo lesser than before (from 270mo free -> 287mo free on 512 total ram).

Duals +4 skills are now implemented. Items continue to use handlers, but use skills from skills XMLs, not core-written skills anymore. I still got some things to debug, like items consumption, but it's pretty nice atm.

ETA time is around 1 week, and will mainly depend of DiNoR's self-work on DP. We take Freya DP to revert it to IL stats values. There are 93 XMLs to correct. A first part (part I) will come soon, followed by part II and surely part III. Total ETA time for items is around 2 to 3 weeks maximum.If you want to help, begin to test items behavior after release of Items refactor part I. You will have to report all suspects items..

Atm, Tryskell & DiNoR don't need help, just time.

Many things have been corrected since yesterday. Items consumption is now fine, some shares have been integrated (thx momo61 for old share lol, finally it's released ^^).

I'm currently porting the ExtractableSkillsData engine from csv to xml, and truely enjoy arrayoutofboundsexception errors .

Many has been done those last days. Thx to DiNoR for incredible fast work on DP ^^.

Items don't use anymore SQLs. All engine and DP is made for/of XMLs. All items can be found on data/stats/items, and follow original game system (melting armors, wepaons, and etcitems in same files).

SkillHolder implementation.

Duals got now their +4 passive skills.

shortBuffTask implementation (healing potions icons).

Apprentice PK && CW drop restrictions are now handled in DP.

Full rework of shots, + 2 fixes (1 due to Freya, 1 old).

Items icons now fade if the item is of same sharedReuse group. Item shortcuts timers are still buggy (as Freya).

Potions / Elixirs can be casted during casting. Thx momo61 for initial share.

Some beginning rework on petItem. isPetItem() => isPetCollar(), isPetItem() implementation (consider pet armors/weapons as pet items). This chapter is buggy, even on current L2J Freya. More work will come soon or later.

update for BroadcastStatusUpdate, in order to get less sent packets (limit mana updates)

L2ExtractableItems are ported from initial .csv to existing skills XMLs. No more loading process for it.

The second part of items refactor will come once people tested and report eventual problems with part I. So you know what you have to do: TEST !

save_modifications, part of the "Edit" button panel of the selected character.

visible/invisible, deprecated cause of the existence of vis/invis.

PANELS

Many panels are improved. Some holes have been filled aswell with the new commands.

Main panel have "dualbox" and "pet infos" buttons

"List" > select a character got a fresh panel with new added commands.

"Edit" button panel has been seriously revisited. It got only useful stuff.

MISC

Cleaned 2 skills. Nothing for you.

L2ClanMember typos.

Changeset 120

Some little fixes.

core support for isClanSkill().

add an effect on Grade Penalty skill (-50% runspd/atkspd/cstspd).

update correctly passive skill list when Grade Penalty occurs.

update/complete 2 serverpackets.

change calcLvlDependModifier formula method.

Experimental : Point3D doesn't use "synchronize" anymore, which means less used ressources. Such points are used for signets casting as exemple. If you handle strange behavior on signets positioning or such, please contact on forum asap. This fix has been released recently on L2J.

Improve EffectFear (geodata check). I still don't know why mobs take time to be affected. It's not due to effect anyway.

If by any hazard, the Court Magician got other stuff, consider send as much infos as you got on forum, and if possible with proofs about what you say. I didn't manage to find any decent IL infos, except the clan gate part.

Changeset 124

Items refactor, part II

Replace all differences in terms of values and names typos from Freya to IL.

Items DP is supposed to be finished. Consider report any strange item. Ty in advance.

Changeset 125

Misc fixes.

Correct all skills values "cAtk" from 1.3/1.4/1.5 to 1.3/1.325/1.35. Ty Zerador for the report.

Fixes buggy entrance message on arenaZone.

Add 2 Arena managers on Giran and Gludin arenas. Move the Derby Monster Track one outside the arena. Corrects the hardcoded CP recovery for a buff use, and add a popup if you haven't enough adenas (ty Zerador for the initial code).

Crests refactor, should correct all problems of crests for clan/ally (staying crests after ally kick).

Added back ToI and coliseum doors as opened at server start.

Added the passive buff "Equip Set Items", which is added/removed in same time than a set passive skill. Verified from a L2Off.

Report if you still got problems with crests, I only managed to put/remove/change one to see if I have broken something

Where's the L2 back to L2? First of all you got a lot of custom things. Secondly I really can't get it, how the hell you have all of the skills working since you run on l2j? :S You really must be another "l33t-show-off-guy"... Sorry but, immo this is bulls**t.

MANY LIBS HAVE BEEN ADDED/MODIFIED/DELETED. YOU HAVE TO REINSTALL ENTIRELY YOUR SERVER IF YOU DON'T KNOW WHAT TO CHANGE. TOPICS WITH "CLASSNOTFOUND" ERROR WILL BE DELETED WITHOUT WARNINGS.

Two issues exist on hardcoded AIs :

minions dont appear back, even if the leader is alive (whatever mobs, general AI issue).

mobs with caster types skills don't attack back if their casting range is higher than the distance of the player. Saying it differently, they stay without moving at their position until you reach the good distance. Kinda strange.

No issue has been found currently about the quest engine itself (loading Python/Java correctly).